opensim-development – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
||
4 | * |
||
5 | * Redistribution and use in source and binary forms, with or without |
||
6 | * modification, are permitted provided that the following conditions are met: |
||
7 | * * Redistributions of source code must retain the above copyright |
||
8 | * notice, this list of conditions and the following disclaimer. |
||
9 | * * Redistributions in binary form must reproduce the above copyright |
||
10 | * notice, this list of conditions and the following disclaimer in the |
||
11 | * documentation and/or other materials provided with the distribution. |
||
12 | * * Neither the name of the OpenSimulator Project nor the |
||
13 | * names of its contributors may be used to endorse or promote products |
||
14 | * derived from this software without specific prior written permission. |
||
15 | * |
||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||
26 | */ |
||
27 | |||
28 | using System.Collections.Generic; |
||
29 | using System.IO; |
||
30 | using OpenMetaverse; |
||
31 | using OpenSim.Region.Framework.Scenes; |
||
32 | |||
33 | namespace OpenSim.Region.Framework.Interfaces |
||
34 | { |
||
35 | public interface IRegionSerialiserModule |
||
36 | { |
||
37 | List<string> SerialiseRegion(Scene scene, string saveDir); |
||
38 | |||
39 | /// <summary> |
||
40 | /// Load prims from the xml format |
||
41 | /// </summary> |
||
42 | /// <param name="scene"></param> |
||
43 | /// <param name="fileName"></param> |
||
44 | /// <param name="newIDS"></param> |
||
45 | /// <param name="loadOffset"></param> |
||
46 | void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset); |
||
47 | |||
48 | /// <summary> |
||
49 | /// Save prims in the xml format |
||
50 | /// </summary> |
||
51 | /// <param name="scene"> </param> |
||
52 | /// <param name="fileName"></param> |
||
53 | void SavePrimsToXml(Scene scene, string fileName); |
||
54 | |||
55 | /// <summary> |
||
56 | /// Load prims from the xml2 format |
||
57 | /// </summary> |
||
58 | /// <param name="scene"></param> |
||
59 | /// <param name="fileName"></param> |
||
60 | void LoadPrimsFromXml2(Scene scene, string fileName); |
||
61 | |||
62 | /// <summary> |
||
63 | /// Load prims from the xml2 format |
||
64 | /// </summary> |
||
65 | /// <param name="scene"></param> |
||
66 | /// <param name="reader"></param> |
||
67 | /// <param name="startScripts"></param> |
||
68 | void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts); |
||
69 | |||
70 | /// <summary> |
||
71 | /// Save prims in the xml2 format |
||
72 | /// </summary> |
||
73 | /// <param name="scene"></param> |
||
74 | /// <param name="fileName"></param> |
||
75 | void SavePrimsToXml2(Scene scene, string fileName); |
||
76 | |||
77 | /// <summary> |
||
78 | /// Save prims in the xml2 format, optionally specifying a bounding box for which |
||
79 | /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims |
||
80 | /// are exported. |
||
81 | /// </summary> |
||
82 | /// <param name="scene"></param> |
||
83 | /// <param name="stream"></param> |
||
84 | /// <param name="min"></param> |
||
85 | /// <param name="max"></param> |
||
86 | void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max); |
||
87 | |||
88 | /// <summary> |
||
89 | /// Save a set of prims in the xml2 format |
||
90 | /// </summary> |
||
91 | /// <param name="entityList"></param> |
||
92 | /// <param name="fileName"></param> |
||
93 | void SavePrimListToXml2(EntityBase[] entityList, string fileName); |
||
94 | |||
95 | /// <summary> |
||
96 | /// Save a set of prims in the xml2 format, optionally specifying a bounding box for which |
||
97 | /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims |
||
98 | /// are exported. |
||
99 | /// </summary> |
||
100 | /// <param name="entityList"></param> |
||
101 | /// <param name="stream"></param> |
||
102 | /// <param name="min"></param> |
||
103 | /// <param name="max"></param> |
||
104 | void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max); |
||
105 | |||
106 | void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName); |
||
107 | |||
108 | /// <summary> |
||
109 | /// Deserializes a scene object from its xml2 representation. This does not load the object into the scene. |
||
110 | /// </summary> |
||
111 | /// <param name="xmlString"></param> |
||
112 | /// <returns>The scene object created</returns> |
||
113 | SceneObjectGroup DeserializeGroupFromXml2(string xmlString); |
||
114 | |||
115 | /// <summary> |
||
116 | /// Serialize an individual scene object into the xml2 format |
||
117 | /// </summary> |
||
118 | /// <param name="grp"></param> |
||
119 | /// <returns></returns> |
||
120 | string SerializeGroupToXml2(SceneObjectGroup grp, Dictionary<string, object> options); |
||
121 | } |
||
122 | } |